Here, this should get you going in the right path. Just a tip use thatserafimkid , or who ever you are speaking to so they get a notification that you replied to them,
thatserafimkid man you are a mad genius, really, that is EXACTLY what i had in mind!
I don't want to just copy/paste the code tho, it would be nice if you could explain alittle bit what you did!
Out of all the commands you used here's the ones i am unfamiliar with or just have questions about (if you want to answer them that is lol)
(starting from top to bottom of code)
Inside Marker : Sprite2.ImagePointX(1) and Sprite2.ImagePointY(1) what is image point referring to?
Also, is the inside marker needed of is it for details? (from what im understanding it's just a nose, a very well programmed one lol)
on the left marker / right marker overlapping x: Self.Angle +10 where do you find this code, as in is there a page i can find specific codes like Self.Angle you used? (it seems rather interesting and expands the possibilities)
Sorry if im wasting your time, but you just blew me away with how well this is executed!(and fast too)
Side note: when jumping from the top part towards the edge and passing it, it is expected to fall on the other side just like when you walk there, instead the char falls off the map without attaching successfully to the other sprite (test by going right and jumping, you can see he falls instead of rotating and changing his gravit towards the sprite beneath it)
I'm going to try and figure it out on my own, im thinking of using some sort of invisible wire to tell when the char is jumping and doing that specific jump that bugs the mechanism and makes it fall off the sprites and once triggered it will rotate the char just like on the ground
i'll post some updates if i ever do manage to haha (hope this is as easy as it sounds)